NeurIPS 2024 论文列表

Conference on Neural Information Processing Systems

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主题: 强化学习 · 466 篇论文 · 重置筛选

Boosting Text-to-Video Generative Model with MLLMs Feedback

Xun Wu, Shaohan Huang, Guolong Wang, Jing Xiong, Furu Wei

展开摘要

Recent advancements in text-to-video generative models, such as Sora, have showcased impressive capabilities. These models have attracted significant interest for their potential applications. However, they often rely on extensive datasets of variable quality, which can result in generated videos that lack aesthetic appeal and do not accurately reflect the input text prompts. A promising approach to mitigate these issues is to leverage Reinforcement Learning from Human Feedback (RLHF), which aims to align the outputs of text-to-video generative with human preferences. However, the considerable costs associated with manual annotation have led to a scarcity of comprehensive preference datasets. In response to this challenge, our study begins by investigating the efficacy of Multimodal Large Language Models (MLLMs) generated annotations in capturing video preferences, discovering a high degree of concordance with human judgments. Building upon this finding, we utilize MLLMs to perform fine-grained video preference annotations across two dimensions, resulting in the creation of VideoPrefer, which includes 135,000 preference annotations. Utilizing this dataset, we introduce VideoRM, the first general-purpose reward model tailored for video preference in the text-to-video domain. Our comprehensive experiments confirm the effectiveness of both VideoPrefer and VideoRM, representing a significant step forward in the field.

Poster
The Edge-of-Reach Problem in Offline Model-Based Reinforcement Learning

Anya Sims, Cong Lu, Jakob Nicolaus Foerster, Yee Whye Teh

展开摘要

Offline reinforcement learning (RL) aims to train agents from pre-collected datasets. However, this comes with the added challenge of estimating the value of behaviors not covered in the dataset. Model-based methods offer a potential solution by training an approximate dynamics model, which then allows collection of additional synthetic data via rollouts in this model. The prevailing theory treats this approach as online RL in an approximate dynamics model, and any remaining performance gap is therefore understood as being due to dynamics model errors. In this paper, we analyze this assumption and investigate how popular algorithms perform as the learned dynamics model is improved. In contrast to both intuition and theory, if the learned dynamics model is replaced by the true error-free dynamics, existing model-based methods completely fail. This reveals a key oversight: The theoretical foundations assume sampling of full horizon rollouts in the learned dynamics model; however, in practice, the number of model-rollout steps is aggressively reduced to prevent accumulating errors. We show that this truncation of rollouts results in a set of edge-of-reach states at which we are effectively "bootstrapping from the void." This triggers pathological value overestimation and complete performance collapse. We term this the edge-of-reach problem. Based on this new insight, we fill important gaps in existing theory, and reveal how prior model-based methods are primarily addressing the edge-of-reach problem, rather than model-inaccuracy as claimed. Finally, we propose Reach-Aware Value Learning (RAVL), a simple and robust method that directly addresses the edge-of-reach problem and hence - unlike existing methods - does not fail as the dynamics model is improved. Since world models will inevitably improve, we believe this is a key step towards future-proofing offline RL.

Poster
InfoRM: Mitigating Reward Hacking in RLHF via Information-Theoretic Reward Modeling

Yuchun Miao, Sen Zhang, Liang Ding, Rong Bao, Lefei Zhang, Dacheng Tao

展开摘要

Despite the success of reinforcement learning from human feedback (RLHF) in aligning language models with human values, reward hacking, also termed reward overoptimization, remains a critical challenge. This issue primarily arises from reward misgeneralization, where reward models (RMs) compute reward using spurious features that are irrelevant to human preferences. In this work, we tackle this problem from an information-theoretic perspective and propose a framework for reward modeling, namely InfoRM, by introducing a variational information bottleneck objective to filter out irrelevant information. Notably, we further identify a correlation between overoptimization and outliers in the IB latent space of InfoRM, establishing it as a promising tool for detecting reward overoptimization. Inspired by this finding, we propose the Cluster Separation Index (CSI), which quantifies deviations in the IB latent space, as an indicator of reward overoptimization to facilitate the development of online mitigation strategies. Extensive experiments on a wide range of settings and RM scales (70M, 440M, 1.4B, and 7B) demonstrate the effectiveness of InfoRM. Further analyses reveal that InfoRM's overoptimization detection mechanism is not only effective but also robust across a broad range of datasets, signifying a notable advancement in the field of RLHF. The code will be released upon acceptance.

Poster
SimPO: Simple Preference Optimization with a Reference-Free Reward

Yu Meng, Mengzhou Xia, Danqi Chen

展开摘要

Direct Preference Optimization (DPO) is a widely used offline preference optimization algorithm that reparameterizes reward functions in reinforcement learning from human feedback (RLHF) to enhance simplicity and training stability. In this work, we propose SimPO, a simpler yet more effective approach. The effectiveness of SimPO is attributed to a key design: using the _average_ log probability of a sequence as the implicit reward. This reward formulation better aligns with model generation and eliminates the need for a reference model, making it more compute and memory efficient. Additionally, we introduce a target reward margin to the Bradley-Terry objective to encourage a larger margin between the winning and losing responses, further improving the algorithm's performance. We compare SimPO to DPO and its latest variants across various state-of-the-art training setups, including both base and instruction-tuned models such as Mistral, Llama 3, and Gemma 2. We evaluate on extensive chat-based evaluation benchmarks, including AlpacaEval 2, MT-Bench, and Arena-Hard. Our results demonstrate that SimPO consistently and significantly outperforms existing approaches without substantially increasing response length. Specifically, SimPO outperforms DPO by up to 6.4 points on AlpacaEval 2 and by up to 7.5 points on Arena-Hard. Our top-performing model, built on Gemma-2-9B-it, achieves a 72.4\% length-controlled win rate on AlpacaEval 2, a 59.1\% win rate on Arena-Hard, and ranks 1st on Chatbot Arena among $<$10B models with real user votes.

Poster
Adaptive $Q$-Aid for Conditional Supervised Learning in Offline Reinforcement Learning

Jeonghye Kim, Suyoung Lee, Woojun Kim, Youngchul Sung

展开摘要

Offline reinforcement learning (RL) has progressed with return-conditioned supervised learning (RCSL), but its lack of stitching ability remains a limitation. We introduce $Q$-Aided Conditional Supervised Learning (QCS), which effectively combines the stability of RCSL with the stitching capability of $Q$-functions. By analyzing $Q$-function over-generalization, which impairs stable stitching, QCS adaptively integrates $Q$-aid into RCSL's loss function based on trajectory return. Empirical results show that QCS significantly outperforms RCSL and value-based methods, consistently achieving or exceeding the highest trajectory returns across diverse offline RL benchmarks. QCS represents a breakthrough in offline RL, pushing the limits of what can be achieved and fostering further innovations.

Poster
Geometric-Averaged Preference Optimization for Soft Preference Labels

Hiroki Furuta, Kuang-Huei Lee, Shixiang Shane Gu, Yutaka Matsuo, Aleksandra Faust, Heiga Zen, Izzeddin Gur

展开摘要

Many algorithms for aligning LLMs with human preferences assume that human preferences are binary and deterministic. However, human preferences can vary across individuals, and therefore should be represented distributionally. In this work, we introduce the distributional soft preference labels and improve Direct Preference Optimization (DPO) with a weighted geometric average of the LLM output likelihood in the loss function. This approach adjusts the scale of learning loss based on the soft labels such that the loss would approach zero when the responses are closer to equally preferred. This simple modification can be easily applied to any DPO-based methods and mitigate over-optimization and objective mismatch, which prior works suffer from. Our experiments simulate the soft preference labels with AI feedback from LLMs and demonstrate that geometric averaging consistently improves performance on standard benchmarks for alignment research. In particular, we observe more preferable responses than binary labels and significant improvements where modestly-confident labels are in the majority.

Poster
NetworkGym: Reinforcement Learning Environments for Multi-Access Traffic Management in Network Simulation

Momin Haider, Ming Yin, Menglei Zhang, Arpit Gupta, Jing Zhu, Yu-Xiang Wang

展开摘要

Mobile devices such as smartphones, laptops, and tablets can often connect to multiple access networks (e.g., Wi-Fi, LTE, and 5G) simultaneously. Recent advancements facilitate seamless integration of these connections below the transport layer, enhancing the experience for apps that lack inherent multi-path support. This optimization hinges on dynamically determining the traffic distribution across networks for each device, a process referred to as multi-access traffic splitting. This paper introduces NetworkGym, a high-fidelity network environment simulator that facilitates generating multiple network traffic flows and multi-access traffic splitting. This simulator facilitates training and evaluating different RL-based solutions for the multi-access traffic splitting problem. Our initial explorations demonstrate that the majority of existing state-of-the-art offline RL algorithms (e.g. CQL) fail to outperform certain hand-crafted heuristic policies on average. This illustrates the urgent need to evaluate offline RL algorithms against a broader range of benchmarks, rather than relying solely on popular ones such as D4RL. We also propose an extension to the TD3+BC algorithm, named Pessimistic TD3 (PTD3), and demonstrate that it outperforms many state-of-the-art offline RL algorithms. PTD3's behavioral constraint mechanism, which relies on value-function pessimism, is theoretically motivated and relatively simple to implement. We open source our code and offline datasets at github.com/hmomin/networkgym.

Poster
Last-Iterate Global Convergence of Policy Gradients for Constrained Reinforcement Learning

Alessandro Montenegro, Marco Mussi, Matteo Papini, Alberto Maria Metelli

展开摘要

*Constrained Reinforcement Learning* (CRL) tackles sequential decision-making problems where agents are required to achieve goals by maximizing the expected return while meeting domain-specific constraints, which are often formulated on expected costs. In this setting, *policy-based* methods are widely used since they come with several advantages when dealing with continuous-control problems. These methods search in the policy space with an *action-based* or *parameter-based* exploration strategy, depending on whether they learn directly the parameters of a stochastic policy or those of a stochastic hyperpolicy. In this paper, we propose a general framework for addressing CRL problems via *gradient-based primal-dual* algorithms, relying on an alternate ascent/descent scheme with dual-variable regularization. We introduce an exploration-agnostic algorithm, called C-PG, which exhibits global last-iterate convergence guarantees under (weak) gradient domination assumptions, improving and generalizing existing results. Then, we design C-PGAE and C-PGPE, the action-based and the parameter-based versions of C-PG, respectively, and we illustrate how they naturally extend to constraints defined in terms of *risk measures* over the costs, as it is often requested in safety-critical scenarios. Finally, we numerically validate our algorithms on constrained control problems, and compare them with state-of-the-art baselines, demonstrating their effectiveness.

Poster
Provably Mitigating Overoptimization in RLHF: Your SFT Loss is Implicitly an Adversarial Regularizer

Zhihan Liu, Miao Lu, Shenao Zhang, Boyi Liu, Hongyi Guo, Yingxiang Yang, Jose Blanchet, Zhaoran Wang

展开摘要

Aligning generative models with human preference via RLHF typically suffers from overoptimization, where an imperfectly learned reward model can misguide the generative model to output even undesired responses. We investigate this problem in a principled manner by identifying the source of the issue as the distributional shift and uncertainty of human preference in dataset. To mitigate overoptimization, we first propose a theoretical algorithm which optimizes the policy against an adversarially chosen reward model, one that simultaneously minimizes its MLE loss and a reward penalty term. The penalty pessimistically biases the uncertain rewards so as to prevent the policy from choosing actions with spursiouly high proxy rewards, resulting in provable sample efficiency of the algorithm under a partial coverage style condition. Moving from theory to practice, the proposed algorithm further enjoys an equivalent but surprisingly easy to implement form. With a clever usage of the equivalence between reward models and the corresponding optimal policy, the algorithm features a simple objective that combines (i) a preference optimization loss that directly aligns the policy with human preference, and (ii) a supervised learning loss which explicitly imitates the policy with a baseline distribution. In the context of aligning large language models (LLM), this objective fuses the direct preference optimization (DPO) loss with the supervised fune-tuning (SFT) loss to help mitigate the overoptimization towards undesired responses, for which we name the algorithm Regularized Preference Optimization (RPO). Experiments of aligning LLMs demonstrate the improved performance of our method when compared with DPO baselines. Our work sheds light on the interplay between preference optimization and SFT in tuning LLMs with both theoretical guarantees and empirical evidence.

Poster
Exclusively Penalized Q-learning for Offline Reinforcement Learning

Junghyuk Yeom, Yonghyeon Jo, Jeongmo Kim, Sanghyeon Lee, Seungyul Han

展开摘要

Constraint-based offline reinforcement learning (RL) involves policy constraints or imposing penalties on the value function to mitigate overestimation errors caused by distributional shift. This paper focuses on a limitation in existing offline RL methods with penalized value function, indicating the potential for underestimation bias due to unnecessary bias introduced in the value function. To address this concern, we propose Exclusively Penalized Q-learning (EPQ), which reduces estimation bias in the value function by selectively penalizing states that are prone to inducing estimation errors. Numerical results show that our method significantly reduces underestimation bias and improves performance in various offline control tasks compared to other offline RL methods.

Spotlight
Aligning Individual and Collective Objectives in Multi-Agent Cooperation

Yang Li, Wenhao Zhang, Jianhong Wang, Shao Zhang, Yali Du, Ying Wen, Wei Pan

展开摘要

Among the research topics in multi-agent learning, mixed-motive cooperation is one of the most prominent challenges, primarily due to the mismatch between individual and collective goals. The cutting-edge research is focused on incorporating domain knowledge into rewards and introducing additional mechanisms to incentivize cooperation. However, these approaches often face shortcomings such as the effort on manual design and the absence of theoretical groundings. To close this gap, we model the mixed-motive game as a differentiable game for the ease of illuminating the learning dynamics towards cooperation. More detailed, we introduce a novel optimization method named \textbf{\textit{A}}ltruistic \textbf{\textit{G}}radient \textbf{\textit{A}}djustment (\textbf{\textit{AgA}}) that employs gradient adjustments to progressively align individual and collective objectives. Furthermore, we theoretically prove that AgA effectively attracts gradients to stable fixed points of the collective objective while considering individual interests, and we validate these claims with empirical evidence. We evaluate the effectiveness of our algorithm AgA through benchmark environments for testing mixed-motive collaboration with small-scale agents such as the two-player public good game and the sequential social dilemma games, Cleanup and Harvest, as well as our self-developed large-scale environment in the game StarCraft II.

Poster
DiffuserLite: Towards Real-time Diffusion Planning

Zibin Dong, Jianye Hao, Yifu Yuan, Fei Ni, Yitian Wang, Pengyi Li, Yan Zheng

展开摘要

Diffusion planning has been recognized as an effective decision-making paradigm in various domains. The capability of generating high-quality long-horizon trajectories makes it a promising research direction. However, existing diffusion planning methods suffer from low decision-making frequencies due to the expensive iterative sampling cost. To alleviate this, we introduce DiffuserLite, a super fast and lightweight diffusion planning framework, which employs a planning refinement process (PRP) to generate coarse-to-fine-grained trajectories, significantly reducing the modeling of redundant information and leading to notable increases in decision-making frequency. Our experimental results demonstrate that DiffuserLite achieves a decision-making frequency of $122.2$Hz ($112.7$x faster than predominant frameworks) and reaches state-of-the-art performance on D4RL, Robomimic, and FinRL benchmarks. In addition, DiffuserLite can also serve as a flexible plugin to increase the decision-making frequency of other diffusion planning algorithms, providing a structural design reference for future works. More details and visualizations are available at https://diffuserlite.github.io/.

Poster
Sample-Efficient Constrained Reinforcement Learning with General Parameterization

Washim Uddin Mondal, Vaneet Aggarwal

展开摘要

We consider a constrained Markov Decision Problem (CMDP) where the goal of an agent is to maximize the expected discounted sum of rewards over an infinite horizon while ensuring that the expected discounted sum of costs exceeds a certain threshold. Building on the idea of momentum-based acceleration, we develop the Primal-Dual Accelerated Natural Policy Gradient (PD-ANPG) algorithm that ensures an $\epsilon$ global optimality gap and $\epsilon$ constraint violation with $\tilde{\mathcal{O}}((1-\gamma)^{-7}\epsilon^{-2})$ sample complexity for general parameterized policies where $\gamma$ denotes the discount factor. This improves the state-of-the-art sample complexity in general parameterized CMDPs by a factor of $\mathcal{O}((1-\gamma)^{-1}\epsilon^{-2})$ and achieves the theoretical lower bound in $\epsilon^{-1}$.

Poster
Learning to Discuss Strategically: A Case Study on One Night Ultimate Werewolf

Xuanfa Jin, Ziyan Wang, Yali Du, Meng Fang, Haifeng Zhang, Jun Wang

展开摘要

Communication is a fundamental aspect of human society, facilitating the exchange of information and beliefs among people. Despite the advancements in large language models (LLMs), recent agents built with these often neglect the control over discussion tactics, which are essential in communication scenarios and games. As a variant of the famous communication game Werewolf, *One Night Ultimate Werewolf* (ONUW) requires players to develop strategic discussion policies due to the potential role changes that increase the uncertainty and complexity of the game. In this work, we first present the existence of the Perfect Bayesian Equilibria (PBEs) in two scenarios of the ONUW game: one with discussion and one without. The results showcase that the discussion greatly changes players' utilities by affecting their beliefs, emphasizing the significance of discussion tactics. Based on the insights obtained from the analyses, we propose an RL-instructed language agent framework, where a discussion policy trained by reinforcement learning (RL) is employed to determine appropriate discussion tactics to adopt. Our experimental results on several ONUW game settings demonstrate the effectiveness and generalizability of our proposed framework.

Poster
Warm-up Free Policy Optimization: Improved Regret in Linear Markov Decision Processes

Asaf Cassel, Aviv Rosenberg

展开摘要

Policy Optimization (PO) methods are among the most popular Reinforcement Learning (RL) algorithms in practice. Recently, Sherman et al. [2023a] proposed a PO-based algorithm with rate-optimal regret guarantees under the linear Markov Decision Process (MDP) model. However, their algorithm relies on a costly pure exploration warm-up phase that is hard to implement in practice. This paper eliminates this undesired warm-up phase, replacing it with a simple and efficient contraction mechanism. Our PO algorithm achieves rate-optimal regret with improved dependence on the other parameters of the problem (horizon and function approximation dimension) in two fundamental settings: adversarial losses with full-information feedback and stochastic losses with bandit feedback.

Poster
Risk-Averse Fine-tuning of Large Language Models

Sapana Chaudhary, Ujwal Dinesha, Dileep Kalathil, Srinivas Shakkottai

展开摘要

We consider the challenge of mitigating the generation of negative or toxic content by the Large Language Models (LLMs) in response to certain prompts. We propose integrating risk-averse principles into LLM fine-tuning to minimize the occurrence of harmful outputs, particularly rare but significant events. By optimizing the risk measure of Conditional Value at Risk (CVaR), our methodology trains LLMs to exhibit superior performance in avoiding toxic outputs while maintaining effectiveness in generative tasks. Empirical evaluations on sentiment modification and toxicity mitigation tasks demonstrate the efficacy of risk-averse reinforcement learning with human feedback (RLHF) in promoting a safer and more constructive online discourse environment.

Poster
Diversity Is Not All You Need: Training A Robust Cooperative Agent Needs Specialist Partners

Rujikorn Charakorn, Poramate Manoonpong, Nat Dilokthanakul

展开摘要

Partner diversity is known to be crucial for training a robust generalist cooperative agent. In this paper, we show that partner specialization, in addition to diversity, is crucial for the robustness of a downstream generalist agent. We propose a principled method for quantifying both the diversity and specialization of a partner population based on the concept of mutual information. Then, we observe that the recently proposed cross-play minimization (XP-min) technique produces diverse and specialized partners. However, the generated partners are overfit, reducing their usefulness as training partners. To address this, we propose simple methods, based on reinforcement learning and supervised learning, for extracting the diverse and specialized behaviors of XP-min generated partners but not their overfitness. We demonstrate empirically that the proposed method effectively removes overfitness, and extracted populations produce more robust generalist agents compared to the source XP-min populations.

Poster
Near-Optimal Distributionally Robust Reinforcement Learning with General $L_p$ Norms

Pierre Clavier, Laixi Shi, Erwan Le Pennec, Eric Mazumdar, Adam Wierman, Matthieu Geist

展开摘要

To address the challenges of sim-to-real gap and sample efficiency in reinforcement learning (RL), this work studies distributionally robust Markov decision processes (RMDPs) --- optimize the worst-case performance when the deployed environment is within an uncertainty set around some nominal MDP. Despite recent efforts, the sample complexity of RMDPs has remained largely undetermined. While the statistical implications of distributional robustness in RL have been explored in some specific cases, the generalizability of the existing findings remains unclear, especially in comparison to standard RL. Assuming access to a generative model that samples from the nominal MDP, we examine the sample complexity of RMDPs using a class of generalized $L_p$ norms as the 'distance' function for the uncertainty set, under two commonly adopted $sa$-rectangular and $s$-rectangular conditions. Our results imply that RMDPs can be more sample-efficient to solve than standard MDPs using generalized $L_p$ norms in both $sa$- and $s$-rectangular cases, potentially inspiring more empirical research. We provide a near-optimal upper bound and a matching minimax lower bound for the $sa$-rectangular scenarios. For $s$-rectangular cases, we improve the state-of-the-art upper bound and also derive a lower bound using $L_\infty$ norm that verifies the tightness.

Poster
DMC-VB: A Benchmark for Representation Learning for Control with Visual Distractors

Joseph Ortiz, Antoine Dedieu, Wolfgang Lehrach, J Swaroop Guntupalli, Carter Wendelken, Ahmad Humayun, Sivaramakrishnan Swaminathan, Guangyao Zhou, Miguel Lazaro-Gredilla, Kevin Patrick Murphy

展开摘要

Learning from previously collected data via behavioral cloning or offline reinforcement learning (RL) is a powerful recipe for scaling generalist agents by avoiding the need for expensive online learning. Despite strong generalization in some respects, agents are often remarkably brittle to minor visual variations in control-irrelevant factors such as the background or camera viewpoint. In this paper, we present theDeepMind Control Visual Benchmark (DMC-VB), a dataset collected in the DeepMind Control Suite to evaluate the robustness of offline RL agents for solving continuous control tasks from visual input in the presence of visual distractors. In contrast to prior works, our dataset (a) combines locomotion and navigation tasks of varying difficulties, (b) includes static and dynamic visual variations, (c) considers data generated by policies with different skill levels, (d) systematically returns pairs of state and pixel observation, (e) is an order of magnitude larger, and (f) includes tasks with hidden goals. Accompanying our dataset, we propose three benchmarks to evaluate representation learning methods for pretraining, and carry out experiments on several recently proposed methods. First, we find that pretrained representations do not help policy learning on DMC-VB, and we highlight a large representation gap between policies learned on pixel observations and on states. Second, we demonstrate when expert data is limited, policy learning can benefit from representations pretrained on (a) suboptimal data, and (b) tasks with stochastic hidden goals. Our dataset and benchmark code to train and evaluate agents are available at https://github.com/google-deepmind/dmc_vision_benchmark.

Poster
Latent Plan Transformer for Trajectory Abstraction: Planning as Latent Space Inference

Deqian Kong, Dehong Xu, Minglu Zhao, Bo Pang, Jianwen Xie, Andrew Lizarraga, Yuhao Huang, Sirui Xie, Ying Nian Wu

展开摘要

In tasks aiming for long-term returns, planning becomes essential. We study generative modeling for planning with datasets repurposed from offline reinforcement learning. Specifically, we identify temporal consistency in the absence of step-wise rewards as one key technical challenge. We introduce the Latent Plan Transformer (LPT), a novel model that leverages a latent variable to connect a Transformer- based trajectory generator and the final return. LPT can be learned with maximum likelihood estimation on trajectory-return pairs. In learning, posterior sampling of the latent variable naturally integrates sub-trajectories to form a consistent abstrac- tion despite the finite context. At test time, the latent variable is inferred from an expected return before policy execution, realizing the idea of planning as inference. Our experiments demonstrate that LPT can discover improved decisions from sub- optimal trajectories, achieving competitive performance across several benchmarks, including Gym-Mujoco, Franka Kitchen, Maze2D, and Connect Four. It exhibits capabilities in nuanced credit assignments, trajectory stitching, and adaptation to environmental contingencies. These results validate that latent variable inference can be a strong alternative to step-wise reward prompting.

Poster